Correction: Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial
Naïma Gradi, Adrien Chopin, Daphné Bavelier, Tomer Shechner, Swann Pichon

Abstract
Genes, proteins, chemicals, diseases, species, mutations and cell lines named across the full text — each resolved to its canonical identifier and authoritative record.
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Taxonomy
TopicsChild Development and Education · Psychological and Temporal Perspectives Research · Impact of Technology on Adolescents
Correction: BMC Psychiatry 24:56 (2024)
https://doi.org/10.1186/s12888-024-05515-7
Following the publication of the original article [1], the authors would like to correct the text in the subheading Exploratory outcomes. The provided information was about the expectation questionnaire, this should have been about the adaptation to the adolescents. The updated changes have been highlighted in bold typeface.
The incorrect text is: Intervention Expectation Self-report. Expectancy of training intervention on cognition, mood, productivity and fitness will be assessed at 4 months follow-up (T3) using an adaptation of the Expectation Questionnaire [89]. Participants answer four questions rated on a 5-point Likert scale from 1 (unsuccessful) to 5 (successful): “How successful do you think playing Eco-Rescue/Bejeweled 3 has been at improving your [cognition (i.e. memory, attention, speed, reasoning) / mood (e.g. more energetic, less stressed or anxious) / productivity at work and/or at home (e.g. more efficient in completing my tasks, better at coordinating with others) / physical fitness]?
The correct text is: Intervention Expectation Self-report. Expectancy of training intervention on cognition, mood, efficiency and physical fitness will be assessed at post-test (T2) using an adaptation of the Expectation Questionnaire [89]. Participants will indicate on a 5-point Likert scale from 1 (totally disagree) to 5 (totally agree) to what extent the four following statements apply to them regarding their expectations about the study: “I think that participating in this study improved my [1. thinking skills (e.g., memory, attention, speed, reasoning) / 2. mood (e.g. more energetic, less stressed or anxious) / 3. ability to complete different tasks at school and at home (e.g., more efficient in accomplishing my tasks**, less procrastination**, better coordination with others) / 4. physical fitness].
The original article [1] has been corrected.
The reference list from the paper itself. Each links out to its DOI / PubMed record.
- 1Gradi N Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial BMC Psychiatry 2024245610.1186/s 12888-024-05515-738243201 PMC 10799487 · doi ↗ · pubmed ↗
